i7 / kerkerkruip

Kerkerkruip - the interactive fiction roguelike game
kerkerkruip.org
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Reduce the number of too-easy battles? #202

Closed mciul closed 10 years ago

mciul commented 10 years ago

I am writing this in hopes of continuing the discussions in #190 and #195 with @ektemple about how to keep the game interesting after you've defeated a high level enemy and you want to build up power by killing easier ones.

Personally, this never bothered me because easy battles go by quickly, and killing 3 easy creatures is not a lot of grinding to get to the final battle. But I know it's bugged Erik in some cases, and especially in games with the Overmind, it can lead to some overly easy stretches.

The demon of rage and the wisps of pain are interesting examples - although the wisps are easier to kill when you're more powerful, they give you a bigger pain penalty. The Overmind and the angel of compassion have the opposite effect on the game, though - too hard when you have no powers, too easy when you have a lot. Does anyone want to argue in favour of this pattern? Personally I like defeating the Overmind and find it rewarding to have an easier game after that point - my problem with it is usually the extreme difficulty of the early game. But the Angel of Compassion is not as fun for me.

The Angel's sword is an awesome weapon to get, though. I've never gotten much out of the demon of rage's power. Does it even benefit you more if you kill it when it's stronger?

I digress.

Another factor that affects game difficulty is ment. Erik seems really good at using ment - I kind of suck at it. In theory it seems like being down should make those easy battles harder, and they certainly are for me, but maybe the down should be worse for people who understand how to use ment.

rvdpluijm commented 10 years ago

Regarding ment: I also kind of suck at it, since I've seen too many games in which I died while still having 3 doses of ment left. That clearly is weak use (after all, it is bad item management).

Regarding the Overmind: I generally find the Overmind extremely weak. I've had (haven't played as much as I would have liked to play Kerk since the last boosts by Victor) many games in which I noticed the presence of the overmind, entered in battle with it without any power and quite easily lived through that battle. In the worst case scenario, you throw a Morphean when he as at last summoned some allies, which quite often guarantees that the Overmind and one or two of his allies still remain asleep. When having the 4th level power (which I haven't used as of yet, regrettably), I most of the time sack it to any temple I come across, which gives such a boost that the other creatures are quite simple. But even the number of extra hit points and skill points are fine enough to finish the other creatures. This is especially true with a dagger, since the morphean grenade lets you concentrate mostly 2-3 times, heightening the tension.

mciul commented 10 years ago

Sounds to me like Morphean grenades are a big unbalancing element. I've been thinking we need another dream, one that has some really nasty effects. Thinking about this, maybe the effect should be waking up your enemies while you stay asleep!

VictorGijsbers commented 10 years ago

Another bad dream sounds good. Let's have something simple that doesn't take too much time to test (I want to release Kerkerkruip 9 really badly).

Using ment well is one of the hardest challenges in Kerkerkruip!

I'm going to make the overmind more rare. I'll also slightly increase its ability to call his allies, because the Morphean grenades indeed give you another means of crowd control.

VictorGijsbers commented 10 years ago

This issue is extremely diverse. We made a few changes to address stuff here -- increase rarity of the overmind, add a nasty dream, bump the difficulty. Are we satsified?

(By the way, I think the "howl" power of the demon of rage is quite good.)

mciul commented 10 years ago

As I mentioned in #190, I think the jumping bomb is still a little too easy. I said somewhere else that ensuring a free retreat in the Space-Time Discontinuum made the free dodge unnecessary.

VictorGijsbers commented 10 years ago

I like the one-free-hit, and would prefer boosting the bomb in other ways if we think that desirable. You know what, I'll give it a small boost right now. I'm closing this issue, but feel free to reopen.